The new syntax is the vanilla minecraft NBT scheme for 1.13. My only addition is the inclusion of TileEntity data inside the IBlockState nbt (denoted by the tag "ruinsTE") because i have to store both together.
Properties:{level:"0"} is an IFluid state. Level 0 means ... full block of water/lava? Look up your minecraft metadata wiki of choice to figure out how that works. I am using vanilla methods for serializing and deserializing.
I have managed to perform the basic port of Ruins to Forge 1.13.2.
[I will make a public release later, after I've investigated some features removed for now and possibly returning, like rotation...]
On a minor note, no existing template will work with it.
The only realistic avenue of moving configs over is, unfortunately, to place them all in a 1.12 or earlier world, load the save in 1.13, and use the ingame parser to get new format templates.
Forge only has a "beta" of sorts for 1.13, it has almost none of the ASM support many mods have come to rely on, their API has completely changed making updating a massive pain, and 1.13 itself makes udpating a massive pain.
As of now, only the "Self Light" and "Dropped Items" modules are working.
Config files autogenerate in the configs folder. It comes with torch
and glowstone preset - if you want to add more, you will have to figure
out how yourself
As of now, only the clientside part is working (no stronghold needle, no server parts).
It comes with auto-generating configs similar to the usual presets.
If you want to add more blocks, look at them and you should be able to
figure out how to add more
I don't think potions can be described using the meta scheme, sorry. A convenient way ... Ruins? It's another of my mods, and it features a "world to template" parser. You can stuff any blocks and items you want ingame in a place (items into chests or similar), then "parse" this place and its contents as Ruins template. The template file will contain ready-to-use naming for all content.
Note: Ruins supports a lot of custom NBT stuff that Battletowers doesn't, but if you only need ids and metas it will help just fine.
If there is any paradigm to my coding at all (heh), it's "change as little as needed". While Ruins has had major refactoring over the years to keep compatible with minecraft, there's still code remnants of ... 6 years? Wow so long ... ago.
I'd hesitate to do any major changes to the template structure, given that as it is right now it *should* be fairly simple to update to any block description format.
The description format of choice would probably be the exact format used for command blocks, as the minecraft (de)serializer guarantees we stay compatible with minecraft and its arbitrary mod blocks. The rotation system will probably have to go? Or templates made unrotating by default, i don't know.
This will make writing templates by hand very difficult, but the idea is that you only edit templates which Ruins parsed for you from ingame blocks. Spelling issues and the like can be avoided if the Ruins template already contains all offered variables set to defaults, and maybe even documentation.
Very well.
You start to damage a block (anything, ores, bricks, whatever) so that it's almost destroyed/mined.
You wait some time (let's say 15 seconds).
You damage the same block and see that it hasn't been healed at all and gets destroyed within 1-2 hits.
Then, again, you start to damage a block and pause.
This time, though, you damage another block while waiting.
You damage the first block again and see that is HAS been healed.
At least, that's how it is for me on MC 1.12.2 (and Multi Mine for 1.12.1)
I'm using Forge 14.23.1.2601 in case it matters.
I am so sorry, i completely forgot about you and this.
1.5.9
- fixes bug where block regeneration would never affect the block a player mined last
@Keybounce
Yes, 1.12.1 and 1.12.2 have the same obfuscation and so mods work on both
There is MAJOR problems with your new forum software. Editing my posts regularly deletes all youtube links within them (i have lost a ton of links already), much formatting was lost, my subscriptions are not emailed to me, or do not show up at all.
1
The new syntax is the vanilla minecraft NBT scheme for 1.13. My only addition is the inclusion of TileEntity data inside the IBlockState nbt (denoted by the tag "ruinsTE") because i have to store both together.
Properties:{level:"0"} is an IFluid state. Level 0 means ... full block of water/lava? Look up your minecraft metadata wiki of choice to figure out how that works. I am using vanilla methods for serializing and deserializing.
2
Good news everyone!
I have managed to perform the basic port of Ruins to Forge 1.13.2.
[I will make a public release later, after I've investigated some features removed for now and possibly returning, like rotation...]
On a minor note, no existing template will work with it.
The only realistic avenue of moving configs over is, unfortunately, to place them all in a 1.12 or earlier world, load the save in 1.13, and use the ingame parser to get new format templates.
Some examples of why this is unavoidable:
unacceptable_target_blocks={Properties:{level:"0"},Name:"minecraft:water"},{Properties:{level:"0"},Name:"minecraft:lava"}
0
Forge only has a "beta" of sorts for 1.13, it has almost none of the ASM support many mods have come to rely on, their API has completely changed making updating a massive pain, and 1.13 itself makes udpating a massive pain.
0
Dynamic Lights port for 1.13.2
https://minecraft.curseforge.com/projects/dynamic-lights/files/2682759Uses Rift Modloader instead of Forge, as Forge does not offer the necessary ASM transformations as of now
https://github.com/Chocohead/Rift
As of now, only the "Self Light" and "Dropped Items" modules are working.
Config files autogenerate in the configs folder. It comes with torch
and glowstone preset - if you want to add more, you will have to figure
out how yourself
0
Finder Compass port for 1.13.2
https://minecraft.curseforge.com/projects/finder-compass/files/2682761
Uses Rift Modloader instead of Forge, as Forge does not offer the necessary ASM transformations as of now
https://github.com/Chocohead/Rift
As of now, only the clientside part is working (no stronghold needle, no server parts).
It comes with auto-generating configs similar to the usual presets.
If you want to add more blocks, look at them and you should be able to
figure out how to add more
3
I've pushed the 17.2 build to curse, it should show up shortly.
1
I don't think potions can be described using the meta scheme, sorry. A convenient way ... Ruins? It's another of my mods, and it features a "world to template" parser. You can stuff any blocks and items you want ingame in a place (items into chests or similar), then "parse" this place and its contents as Ruins template. The template file will contain ready-to-use naming for all content.
Note: Ruins supports a lot of custom NBT stuff that Battletowers doesn't, but if you only need ids and metas it will help just fine.
0
If there is any paradigm to my coding at all (heh), it's "change as little as needed". While Ruins has had major refactoring over the years to keep compatible with minecraft, there's still code remnants of ... 6 years? Wow so long ... ago.
I'd hesitate to do any major changes to the template structure, given that as it is right now it *should* be fairly simple to update to any block description format.
The description format of choice would probably be the exact format used for command blocks, as the minecraft (de)serializer guarantees we stay compatible with minecraft and its arbitrary mod blocks. The rotation system will probably have to go? Or templates made unrotating by default, i don't know.
This will make writing templates by hand very difficult, but the idea is that you only edit templates which Ruins parsed for you from ingame blocks. Spelling issues and the like can be avoided if the Ruins template already contains all offered variables set to defaults, and maybe even documentation.
0
I am so sorry, i completely forgot about you and this.
1.5.9
- fixes bug where block regeneration would never affect the block a player mined last
@Keybounce
Yes, 1.12.1 and 1.12.2 have the same obfuscation and so mods work on both
1
Well, google code shut down years ago, you are looking at an old link
Current one on github: https://github.com/AtomicStryker/atomicstrykers-minecraft-mods/blob/1.12.2/DynamicLights/resources/readme.txt
2
Hello, new password
2
Wait, so you mean that credit card scraper you built in isn't safe? But I've been using that ._.
I'll build and upload v17.0 when i get home
EDIT: and done
0
@QuarterAnimal
You know some days i am surprised you haven't proven Turing completeness of Ruins templates yet
Thank you for providing such lovely support to the users xD
1
That crash is caused by a mod biome registered which has no "name". Ruins needs biomes to have names. No i won't fix it.
0
I've had a peek at the TorchBandolier sourcecode. He is not using meta values. You're out of luck, i'm afraid.
EDIT:
Short of writing your own Dynamic Lights module which specifically supports this items NBT attributes that is.